Earth Tremor
Xanathar's Guide to Everything p. 155,
- Level
- 1
- School
- Evocation
- Ritual
- No
- Casting Time
- 1 action
- Range
- 10 feet
- Components
- V, S
- Duration
- Instantaneous
- Classes
- Druid (Circle of the Stone (HB)), Bard, Druid, Sorcerer, Wizard
Description
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Prone:
- A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
- The creature has disadvantage on attack rolls.
- An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.